; FastHitsResetReaction = Yes //If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
; End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_GOOD_FAST_MEMBER_SPEED
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End
Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 24
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 15000
Sound = INITIAL HumanVoiceDie
DeathFlags = DEATH_1
End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FadeDelay = 0
FadeTime = 5000
DestructionDelay = 5000
DeathFlags = DEATH_2
FX = INITIAL FX_UnSummonElvenAllies
End
Behavior = SlowDeathBehavior ModuleTag_07
// Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 // in Dist/Sec
DestructionDelay = 15000
End
Behavior = SquishCollide ModuleTag_06
//nothing
End
// GondorRanger
Behavior = HordeMemberCollide ModuleTag_HMC
//nothing
End
// Module starts asleep, and wakes up when thrown.
Behavior = BezierProjectileBehavior ModuleTag_08
// To tweak a Bezier path
FirstHeight = 24 // Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30% // Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes
CrushStyle = Yes // I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1 // When I hit the ground, I'll arc again
BounceDistance = 40 // this far
BounceFirstHeight = 24 // Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20% // Percentage of shot distance control points are placed